10,950 Commits over 1,950 Days - 0.23cph!
No longer need to be currently spectating in order to run ToggleSpectateTeamInfo (will still only have an effect while spectating)
Remove some debug draws in
90153
Added a longResourceForgiveness option to BaseMelee, does a second raycast with an extra 0.5m if the player missed on their swing and will only accept the result if the second raycast hits an ore node. Should make it easier to hit the hotspots on ores without having to crouch and climb all over them.
Enabled on the rock only for now
Merge from tutorial_island
Adjust shadow intensity on birch_temperate material to 1, seems to fix x symbol not appearing on that tree
Merge from tutorial_island
Manually add the CodeStripping scene to the build script process rather than the editor build settings
Re-enabled gametips for tutorial, but added a CanShowInTutorial property that is false by default so we can manually enable relevant tips
Added a PlayerIsInTutorial property to BaseTip for easy access
Re-enabled how to shoot bows, build options, ore and tree minigame tips
Re-enable resource harvest multiplier for tutorial, set at x3 for now
Move chickens closer to player, near the washed up container and fixed some chickens spawning on the ocean floor
Explicitly mention that you need to destroy barrels to get scrap and metal blades
Mention using Floor blocks to build a roof
Merge from tutorial_island
Show the repair cost indicator with accurate costs when attempting to place down a building block while the player has insufficient resources
Fixed player not starting tutorial at a consistent rotation
Increase contrast on mission obejctives panel
Highlight mission help text in orange
Added the ability to only show mission objectives that are started on the mission hud
Enabled on the first few missions to make things a bit less overwhelming
Added global.printAllScenesInBuild convar
Fixed tutorial npc player model not always facing same direction
Exposed new force forward option on gesture config
FIxed tutorial nps not resuming it's gesture when a server is loaded
Fix negatively sized roadsign collider
Advent calendar now provides only one MGL on the 4th day (19th of dec) instead of 3
Added adventcalendar.overrideAdventCalendarDay and adventcalendar.overrideAdventCalendarMonth convars for easier testing (setting override month to 12 and override day to 20 will emulate the date being the 20th of december)
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Add a LOD component to laser light point lights
Disable 2 of the lasers that are emitted from a laser light if the player is more than 40m away
Disable the final laser if the player is more than 60m away
Merge from tutorial_island
Added a Code stripping scene included in the build, IL2CPP builds are stripping out the timeline system because it's used in bundles and the link.xml file doesn't seem to be helping
Official Unity recommendation here is to just include an unused scene in the build with a playable director component
Marked PTZ item as having condition, fixes camera getting repaired when being picked up
Also allows PTZ camera to be repaired in the repair bench
Hook up new checkpoint models
Move checkpoint models to Prefabs/Misc/WaypointRace
Fixed some cases where trophy displays wouldn't respect streamer mode
Possible hunting trophy loot panel NRE fixes (unable to repro locally)
Manifest
Set up material swaps
Remove duplicated desk mesh
Apply 180 degree starting rotation
Apply LODs to light sources
Pickup, repair
Apply gib overrides
Merge from Twitch_Rivals_IV/map
Merge from Twitch_Rivals_IV
Added support for showing all members of every team on the map while spectating
For this to work the spectator needs to run "global.toggleSpectateTeamInfo 1" to start sending the data
By default all teams are shown, on the client the BasePlayer.filterSpectateMapTeamID can be used to filter to a specific team (0 = show all teams)
Map markers are shown in the correct team colour and will match their nametags
RelationshipManager.createAndAddToTeam will no longer NRE when attempting to assign a player to an existing team (they will get assigned to that team)
Moved colours for friendly/hostile/clan into static colours instead of the player nametag prefab for access elsewhere
Merge from Twitch_Rivals_IV
Merge from Twitch_Rivals_IV/racing
Added a timeout for races (WaypointRace.raceTimeout convar, defaults to 15 minutes)
Move WaypointRace component to vehicle position every frame so the player will never leave network range
Tighten up toast wording
Improve GameObjectToggleState handling in different hierarchies
Added a GameObjectToggleState state machine behaviour, can specify a range of an animation in which a given gameobject in the hierarchy can be on or off
Assigned to single reload anim to toggle the ammo mesh on and off
Fixed barrel attachments not working (transform needed to be called "barrel")
WIP support for showing multiple teams on the map view while spectating (and potentially all players?)
Added a Waypoint Race system
Can be started via WayPointRace.startRace convar
Will look for a series of waypoints based on a passed string, eg. calling "startRace air_race" will make a race out of the named waypoints with the air_race prefix (air_race0, air_race1, etc)
All vehicles within 20m of the starting waypoint will be considered participants
Players receive a toast with a time at each checkpoint, a toast when they end the race with their final position and time and when all players have finished the race a timing sheet for everyone is sent via chat
Added a helipad start point to craggy island with an example set of waypoints
Add global.updateNetworkPositionWithDebugCameraWhileSpectating, allows the debugcamera to update network groups as it moves around
This will only work if the player is currently spectating, when this enabled and a debugcamera is active the spectating player will be unparented from their spectate target